[Feature Request] Genetic Modification depending on strata

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Sarius1997

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So, i know. A metric c**pton of bugs need to fixed first. But still i'd have one small feature request for one of the next patches:
Please let us modify pops based on the strata they are in. I had quite some situations where i would have loved to just modify the workers (or rulers) on a certain planet. That i instead need to modify whole planets and either hope that the right ones migrate to the different planets (as egalitarians) or just resettle (as non-egis) is infuriating.

Yes, i get that it makes sense that egalitarians have problems with gene-modding pops for a society like in BNW, but it doesn't make for good gameplay design that i'm just unable to easily create a society like this. And, if we'd want to portray egalitarians that way, they should be way angrier if i modify a species differently on different planets.
 

Merkury90

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Well, it could still work as template system but instead of just giving us option to select planet/planets there could be another tab where you select the strata.
Or first select planet and then comes next list with strata you want to modify.
 

Sarius1997

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Well, it could still work as template system but instead of just giving us option to select planet/planets there could be another tab where you select the strata.
Or first select planet and then comes next list with strata you want to modify.

You just took the words out of my mouth. I was at this very second writing pretty much the same ;-)
 

Dmitrius

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Wouldn't you be making a copy of a good template for each species.

So for example let's say that I want to have a template for 4 specializations and I have 10 species in my society spread across strata and ideal job. That would be forty templates right?
 

Dmitrius

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Ideally I would have one species with strong & industrious traits which would shift towards mining jobs for example.

The big problem is how pops grow equally.
 

Merkury90

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Wouldn't you be making a copy of a good template for each species.

So for example let's say that I want to have a template for 4 specializations and I have 10 species in my society spread across strata and ideal job. That would be forty templates right?
Hmm, if I have 10 species in my empire I would just make one of them for each job - since I'm modyfing them anyway. Species A would be researchers, Species B would be Workers etc.
Or make main specie godlike and turn rest into slave workers or something :D
 

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Yes, when applying a template, we need the option of restricting strata (or even by job) like we can restrict the planet. The current system of doing it by planet is a huge nuisance when trying to optimize your population, especially for empires that don't have much natural species diversity and need to make use of subspecies. The Nerve-Stapled trait in particular makes no sense to apply to an entire planet, since Nerve-Stapled pops are incapable of working Specialist and Ruler jobs (though weirdly, they will stay in that stratum post-modification and take the usual time to demote).

Actually, come to think of it, choosing which planets you apply the template to is not that useful per se: the only aspect of genemodding where there's a clear reason to do it by planet is when choosing which climate preference to give your pops. You could save the player some clicking as follows: when creating a pop modding project, there's an option to automatically mod climate preference. If enabled it would work like this:

- If the template has a standard climate preference (i.e. not gaia/tomb/habitat etc ) and the pop is on a standard planet type, those pops are given a climate preference to fit their current home
- Otherwise, apply the climate preference as given in the template.
 

Livigy

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Serviles trait prevents the pops working outside the worker strata. It would be nice if there was a trait that improves specialist outputs that prevents them working the worker strata. This would be a major issue taking such a trait at the start of the game because you wouldnt have a food power supply unless the trait was tied to the master species of syncratic evolution or even mechanist, or it would have to be a an advanced perk locked by bio ascention.
 

Sarius1997

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Honestly that would just remove complexity from the game, make multi species empire clearly inferior to single species one and overall just make the game less interesting.
Why does this remove complexity? You could more interestingly use genetic modification.
 

RoverStorm

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At this point I'm starting to think the easiest solution is a new tab that is a giant checklist of jobs and species. So you can say "This subspecies is allowed to take mining and farming jobs, these ones will work anything that creates society research, these will work anything that gives amenities but NOT ruler stratum", etc.

Normally you won't be able to prevent a pop from taking a job you didn't approve if they are unemployed and there's an open job their citizenship lets them take, but they will always give up their job for someone who you let take the job. Egalitarians won't have access to this at all, while Authoritarians have a policy that lets them say an unemployed pop will not take a job until one you authorize opens up.

For authoritarians, this should also prevent bio pops with different growth speeds from replacing each other or ruining your pop ratio's, as a pop that doesn't have any approved jobs will be unemployed, therefore the first for pop decline and less favored for pop growth. For non-authoritarians, it will still be difficult to demand specific species ratio's (which seems logical).

My concern is that it might just be used as a indirect purge/de-citizenship, which Paradox has historically tried desperately to avoid targeted purges or slavery to avoid "I don't like your faction, off to the mines with you!".